Closed source encourages success, money makes things work

Sent from my iPhone

> On Dec 19, 2013, at 7:49 PM, Bradley Arsenault <[email protected]> wrote:
> 
> Its easy to tell that we are just a large bunch of programmers on this 
> mailing list. We all just slamming away on what technologies to use.
> 
> I don't think the technical challenge is our main issue. I think its more 
> that there just aren't enough of us with free time to devote to even doing 
> the fundraising, let alone the actual coding.
> 
> I like the idea of open source in theory, but it is very difficult for games, 
> especially if we want any good online functionality, which have their own 
> ongoing costs. To survive, the project would need to be able to fund itself. 
> I like Leo's idea of making it open source but still available for sale 
> through the android store or something, but I'd say if we like the idea of 
> the game, closed source would probably be the most likely to succeed in the 
> long term.
> 
> 
>> On Tue, Dec 17, 2013 at 5:32 AM, Stéphane Magnenat <[email protected]> 
>> wrote:
>> On Tuesday 17 December 2013 08.01:11 Linus Probert wrote:
>> > I've got some experience with embedding Lua in C/C++, it's easy in C and
>> > works well with C++. Lua on the other hand is really nice working in, if
>> > possible one should work towards writing the core engine in C/C++ and then
>> > implementing the logic of the game in Lua, that way ugly code in the game
>> > logic has less of an impact. The largest perk with this though, is that the
>> > code for the game logic doesn't leak.
>> 
>> While I have no experience in Lua beside reading a tutorial, I agree that Lua
>> is superior to Python with respect to embedding, and certainly would be great
>> for map scripting. However, I am afraid that for the core engine, Python 
>> along
>> with mathematical packages such as numpy (and scipy if necessary) would be
>> better. Maybe we can have a Lua VM in Python for scripting maps ;-)
>> 
>> > Cloning the original glob2 into such a code structure would be a good start
>> > and we wouldn't have to wait for design decisions and discussions before
>> > coding since the original is the template. Once that is done one could
>> > focus on evolving the game only now the codebase is easier and less costly
>> > to work with.
>> 
>> I agree, I would love to see how smaller the unit state machine code could be
>> with co-routines. Maybe I should try during the upcoming holidays ;-)
>> 
>> have a nice day,
>> 
>> Stéphane
>> 
>> --
>> http://stephane.magnenat.net
>> 
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> 
> 
> 
> -- 
> ------
> Bradley Arsenault
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